kattfisk

joined 2 years ago
[–] kattfisk 4 points 4 months ago

More generally, feelings do not care about facts. We must accept how we feel, even if those feelings don't "make sense". Trying to reason with feelings is a fools errand.

That doesn't mean we can't change how we feel. It just doesn't happen by denying reality.

[–] kattfisk 2 points 4 months ago

A simple experiment to get an intuitive understanding of pulleys:

Take a piece of string and hold one end in your right hand, then hold your left hand higher and let the string run over it and hang down.

Now as you move your right hand up or down, the free end will move the same distance. But if you move your left hand up or down, the free end must move twice the distance, because you have string on either side of the hand that must both move that distance. So you are amplifying the movement, getting twice the movement at half the force.

If instead you wanted to amplify the force, as in a pulley, then stand on the free end of the string (so it's no longer free) and pull down with your right hand. You are now amplifying the force exerted on your left hand, because it moves only half the distance of the right, so you get double the force. And this is exactly how a pulley works. Add more loops to get even more force at the cost of even more movement.

I figured this out while playing with the cats, and it made pulleys just make sense. Hopefully it can do the same for someone else :)

[–] kattfisk 3 points 4 months ago

Or it measured how rare it was for them to get candy. The most interesting thing about the experiment is honestly the many ways in which it was flawed.

[–] kattfisk 2 points 4 months ago

Where would you expect the ingredient information to exist if not on the ingredient label?

[–] kattfisk 3 points 4 months ago

There aren't even any nuts in it! It's all a lie!

[–] kattfisk 1 points 4 months ago

The French trade union Solidaires Informatique has pursued both criminal and civil charges. Not sure how much that accomplished, but at the very least a bunch of assholes were fired or resigned, so they weren't completely ineffective.

[–] kattfisk 5 points 4 months ago

Then change the keyboard shortcuts of your terminal so that it does that. If you can't, then switch to a terminal that lets you change the keyboard shortcuts.

[–] kattfisk 5 points 4 months ago* (last edited 4 months ago)

A neat thing is that a lot of command line programs use readline. So learning and configuring it will also be useful in for example the Python REPL and calc.

Here are some neat configuration options you can put in ~/.inputrc

set completion-ignore-case on
set show-all-if-ambiguous on
set completion-prefix-display-length 9
set blink-matching-paren on
set mark-symlinked-directories on

And if you are a sensible person who is used to vim

set editing-mode vi
set show-mode-in-prompt on
[–] kattfisk 3 points 4 months ago

I actually do not miss the powerful save-or-suck mechanics as "roll the dice to see if you get to keep playing" is more randomly punishing than fun IMO.

But getting rid of damage type resistance doesn't make any sense, as that's one of the few ways weapon choice actually matters!

Giving monsters better initiative seems like a good idea, because otherwise they risk dying without getting to actually do much.

Making creatures like Gith and Gnoll, Aberrations and Fiends etc. makes sense, and gives a bit more meat to the creature types. But having them not be humanoids also seems really weird. Either they should be both, or "humanoid" should be renamed.

So it really seems like a mixed bag to me. Good well implemented ideas, good poorly implemented ideas, as well as oversimplifications.

[–] kattfisk 6 points 4 months ago (3 children)

Pigeons are actually a domesticated animal that used to be bred for (among other things) food. So you re-domesticate a few of them, and then eat their offspring which you feed household scraps.

You might also save on heating in the winter by having larger cattle in your house and sleeping on a loft above them.

[–] kattfisk 15 points 4 months ago

Yeah, like the music or movie industry, it's rife with abuse because there are so many young people who dream of working in it that there's always fresh meat for the grinder.

And selection pressure means the industry veterans in charge are people who somehow thrived in this environment, so they're unlikely to change things.

I have a friend who worked in vfx on some very high-profile movies and shows, stuff you have definitely seen. And that industry actually seems even worse! Everyone is a contractor, so you work on one project, and then you don't have a job anymore, and you better make the bosses happy if you want to get another contract ever again. Everything is stunningly poorly planned, with deadlines that are impossible to meet without working all night, constant last-minute changes from fickle directors and incredible amounts of nitpicking and demands of perfectionism.

This is likely exactly the type of industry they are turning game development into. Because it's maximum profit with minimum responsibility. Hire the best in the world, squeeze the most work in the shortest time you can out of them, and then toss them to the wind when they're spent.

[–] kattfisk 18 points 4 months ago (7 children)

Many years ago. But as you said, it's a big industry, and the US is not an easy place to unionize in.

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